hex-world
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    Interface ChunkTerrainOptions

    interface ChunkTerrainOptions {
        landPercentage?: number;
        chunkSizeMin?: number;
        chunkSizeMax?: number;
        jitterProbability?: number;
        sinkProbability?: number;
        elevationMax?: number;
        elevationMin?: number;
        seedPlacement?: "uniform" | "accrete" | "scatter";
        scatterGap?: number;
        chunkElongation?: number;
        seedArcs?: number;
        peninsulaProbability?: number;
        coastWarp?: number;
    }

    Hierarchy (View Summary)

    Index

    Properties

    landPercentage?: number

    Target percentage of map cells that will be above water (0–100). Default 50.

    chunkSizeMin?: number

    Minimum cells in a single raised or sunk chunk. Default 30.

    chunkSizeMax?: number

    Maximum cells in a single raised or sunk chunk. Default 100.

    jitterProbability?: number

    Probability (0–0.5) that a neighbour's BFS priority is increased by 1 (jitter). Default 0.25.

    sinkProbability?: number

    Probability that an iteration sinks terrain instead of raising it. Default 0.2.

    elevationMax?: number

    Maximum land elevation value. Default 12.

    elevationMin?: number

    Minimum water elevation value (ocean floor). Default -5.

    seedPlacement?: "uniform" | "accrete" | "scatter"

    Where raise chunks seed. 'uniform' picks anywhere in the region (default); 'accrete' seeks the coast of existing land, so the landmass grows as one coherent body; 'scatter' seeks open water away from existing land, so chunks become separate islands. Sinks under either non-uniform mode seek the coast, so they carve bays instead of deepening open ocean.

    scatterGap?: number

    Open-water clearance a 'scatter' seed keeps from existing land, in cells. Small values pack islands into dense chains with narrow channels; large values spread them far apart. 0 or unset = one chunk radius (auto).

    chunkElongation?: number

    Stretch factor for chunk growth. 1 grows round chunks (default); higher values grow lens-shaped chunks along a random per-chunk axis, which union into elongated, geological-looking landmasses instead of round blobs.

    seedArcs?: number

    Number of guide curves per region that 'scatter' seeds are sampled along instead of uniformly. Islands then form chains and arcs — the visual signature of real archipelagos. Default 0 (off; plain scatter).

    peninsulaProbability?: number

    Probability (0–1) that a raise round grows a walked chunk sequence — each chunk seeded a step past the last along a drifting heading — instead of a single chunk. Produces peninsulas, capes, and isthmuses reaching out of the landmass. Needs at least one prior chunk to anchor on. Default 0.

    coastWarp?: number

    Amplitude of a shared multi-octave noise field added to the BFS growth priority, in priority steps. All chunks share the field, so their boundaries follow common contours: coasts develop coherent lobes and bights at the low frequency and fractal texture at the higher octaves, instead of the uniform per-cell fuzz jitter alone produces. Default 0.